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      打飞碟 项目思路参考师兄/师姐，地址
blog内容：
 游戏规则 UML类图及说明 飞碟制作部分与飞碟生产回收部分 动作部分 记录分数部分 场景管理部分  游戏规则 飞碟从左右两边随机发出，鼠标点击飞碟可获得分数，飞碟消失前未点击则扣除一滴血量，初始血量为5.
UML类图 基础动作类 BaseAction 及其控制类 BaseActionCtrl; 飞碟动作类 FlyAction 和 FlyphysicsAction ，两者都继承 BaseAction 类；飞碟动作控制类 FlyActionCtrl 和 FlyphysicsCtrl ，两者都继承 BaseActionCtrl;
DiskData 自定义预制件 disk 的属性，再使用序列化的方法来使得属性在 inspector 中显示出来；
FlyFactory 类管理已有飞碟、生产新飞碟以及回收使用过的飞碟；
ScoreRecorder 类记录分数；
UserGUI 类与用户交互；
ActionCtrlAdaptor 接口是场景控制器 FirstCtrl类与飞碟动作控制类的借口；
FirstCtrl类负责场景的加载；
飞碟制作部分与飞碟生产回收部分 DiskData 部分定义飞碟属性： 分数 score、颜色color、大小scale,初始位置 position
public class FlyData:MonoBehaviour{ public int score = 1; public Vector3 scale = new Vector3(1,0.25f,1); public Vector3 position; public Color color= Color.
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